Domen Rostohar
dmajster.bsky.social
Domen Rostohar
@dmajster.bsky.social
Indie game dev (ex. Guardiaris & Outfit7)

Working full-time on a colony simulation game called Kobolds ✨
Reposted by Domen Rostohar
Made impostors replace the original model at a certain distance. Quite happy that the overall tree canopy look (aka averaged brdf) stays exactly the same, but there's clear popping at the model/impostor boundary, still investigating that.

#indiegames #indiedev #gamedev
September 19, 2025 at 6:43 PM
Reposted by Domen Rostohar
Fixed the last precision issue: computing camera ray using inverse f32 camera matrix was extremely imprecise, so I switched to computing it manually from camera angles. Now everything is as smooth as it gets, the fixed-point transition officially finished!

#screenshotsaturday #indiedev #gamedev
September 13, 2025 at 9:12 PM
Week 12: I've been busy reworking my rendering to utilize a render graph so I have nothing shiny to show :c
September 13, 2025 at 10:08 PM
Reposted by Domen Rostohar
Profile.
September 11, 2025 at 7:29 AM
Reposted by Domen Rostohar
Did you know your MacBook has a sensor that knows the exact angle of the screen hinge?

It’s not exposed as a public API, but I figured out a way to read it and make it sound like an old wooden door.
September 6, 2025 at 8:44 PM
Week 11: I added details to the kobold model and toyed around with procedural texturing... I've never done it before so I'm very happy with the results ☺️

I also added HDR10 support and Changed the tonemap to Tony McMapface.

#screenshotsaturday #indiedev
#indiegames #gamedev
September 6, 2025 at 7:11 PM
Week 10 🎉: This week I added shadows! I love how much spookier it makes the game feel. Who knows what lurks out there...👀

#screenshotsaturaday #indiedev #indiegames #gamedev
August 30, 2025 at 4:25 PM
Week 9: Added legos 🧱... not really but thats how it feels building things with 2x1 blocks 😄... I also added some shiny metals and did lots of boring optimization work... I'm starting to like the look and vibe of the game even when there is so much more I want to do 😌
August 23, 2025 at 9:42 PM
Reposted by Domen Rostohar
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
August 20, 2025 at 3:56 PM
Reposted by Domen Rostohar
My latest coding adventure is now up on YT -- some experiments with ray-tracing glass and water, and the cool caustics they can cause
youtu.be/wA1KVZ1eOuA?...
Coding Adventure: Ray-Traced Glass and Caustics
YouTube video by Sebastian Lague
youtu.be
August 16, 2025 at 12:44 PM
Week 8: Let there be💡... Clustered forward shading is in! Should let player have a lot of lights without it destroying the fps too much! I also added two pass occlusion culling which should help with with performance as well

#screenshotssaturday #gamedev
August 16, 2025 at 8:32 PM
Reposted by Domen Rostohar
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.

github.com/diharaw/hybr...
August 7, 2025 at 6:13 PM
Decided to throw a little party for my kobolds! (debugging AO 😂)
August 5, 2025 at 7:00 AM
Week 6: This week was pretty busy! Say hello to new developer art kobolds! I finally added texture loading and materials. I plan on adding VBAO next week. To help me with debugging all this I also added a simple imgui debug menu. #gamedev #screenshotsaturday
August 2, 2025 at 5:18 PM
And what do graphics developers get on their scratch tickets? ... Sponza of course!
April 29, 2025 at 1:00 PM
Reposted by Domen Rostohar
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
zeux.io
April 1, 2025 at 4:49 AM
Reposted by Domen Rostohar
Found this somewhere in my computer, I didn’t know I still had this and I don’t remember where it came from.
Please enjoy.
March 11, 2025 at 9:10 PM
Reposted by Domen Rostohar
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
m4xc.dev
January 25, 2025 at 3:45 PM
Reposted by Domen Rostohar
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 5, 2024 at 10:12 PM